Pay no attention to the graphics, just working on game mechanics and animations for the main character atm. Let me know what you think! I really like this thread. Really cool to see what others are working on.

Working on the mobile version of Duke Dashington. I just need to come up with one more level and I have 30 rooms of Incan Temple and 30 rooms of Pyramid temple. I'm considering working on 3th Atlantis Temple, but I am pretty worn out with this game and just want to get it done. I'm thinking of maybe releasing the game with these 60 levels and just work on more temples if the game sells.

Lookin' good AdventureIslands! Funny how such short one-screen levels are still plenty enough to sap one's energy, but it can be true for sure.

You don't just blaze through the rooms like they are nothing, every room is a 10 second puzzle you need to figure out how to navigate through before time runs out. Creating just single room and testing it works takes multiple hours, and that's even if you are not drawing and programming new assets. The rooms get quite complex especially towards the end of the temples.

Now, imagine having to come up with dozens and dozens of small rooms that need to be possible to get through in under 10 seconds, each with their own tricks and puzzles you need to solve on the way. it's surprisingly mentally taxing.

One of the tougher rooms of the game, you need to get through while avoiding spinning sawblades, breaking the blocks on your way AND watch out not to get crushed by falling spiky red blocks:

Not saying that this game is simple by any means, what I mean is that every design decision made in these single-screen levels will be magnified.)

That's because every level, every single screen, has to tell the whole story of the game over and over again.In a way the player is still excited and engaged and does not get bored. Nowadays, with endless worlds and god games, this genre is almost forgotten.

Sure, my games won't get better with all the new features of Stencyl. But I do have more fun creating bad ones.